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- All night actions are resolved using [[Natural Action Resolution]]. (Note: The Golden Rule always takes precedence. Many players don't realize this and assume NAR goes straight to the list of actions for ambiguous situations.) | - All night actions are resolved using [[Natural Action Resolution]]. (Note: The Golden Rule always takes precedence. Many players don't realize this and assume NAR goes straight to the list of actions for ambiguous situations.) | ||
- My personal addition to NAR: If there is an ambiguous situation involving multiple actions of the same priority, the actions in question resolve simultaneously. | - My personal addition to NAR: If there is an ambiguous situation involving multiple actions of the same priority, the actions in question resolve simultaneously. For example, a jailkeeper and roleblocker target each other. The Golden Rule does not apply since both actions modify each other. Since both have equal priority (the jailkeeper's combined action get the priority of the highest-ranked action - the roleblock), they both resolve. If the roleblocker is targeted for a kill that same night, the jailkeeper protects him. A tracker targeting one of them will see that player targeting the other. | ||
- For roles with actions that do not receive a result or other form of confirmation, I will send those players an "action acknowledged" PM when their action resolves (regardless of whether that action was successful) to confirm that I received their action and processed it. | |||
- If there is a conflict between the rules and what is written in a player's role PM, the role takes precedence. | - If there is a conflict between the rules and what is written in a player's role PM, the role takes precedence. | ||
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- Players with multiple choices for night actions may only perform one action per night unless otherwise stated in the role PM. Factional kills/abilities may or may not be an exception to this rule, depending on the game. | - Players with multiple choices for night actions may only perform one action per night unless otherwise stated in the role PM. Factional kills/abilities may or may not be an exception to this rule, depending on the game. | ||
- Non-investigative roles with an active ability will not be told if their action was successful or not. Investigative roles will be told that they "were unable to determine..." (or something along those lines) if their action was unsuccessful. | - Mafia members can submit night actions for partners. The last set of actions I receive before the end of the night phase will be the ones accepted. | ||
- Non-investigative roles with an active ability will generally not be told if their action was successful or not. Investigative roles will be told that they "were unable to determine..." (or something along those lines) if their action was unsuccessful. | |||
- Investigative roles will not have their targets confirmed to them. | - Investigative roles will not have their targets confirmed to them. For example, I would tell a cop "you determine your target to be...", even if their action was redirected to a player other than their intended target. | ||
- The "Godfather" role (with no modifiers) implies investigation-immunity only, not kill-immunity. | - The "Godfather" role (with no modifiers) implies investigation-immunity only, not kill-immunity. | ||
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- Masons are confirmed town to each other, neighbors are not. | - Masons are confirmed town to each other, neighbors are not. | ||
- | - Protective roles and bus drivers may not target themselves unless explicitly stated in the role PM. | ||
- If an action is blocked or fails for any other reason, it still counts as being "used" for the purposes of limited-shot or non-consecutive abilities. | - If an action is blocked or fails for any other reason, it still counts as being "used" for the purposes of limited-shot or non-consecutive abilities. | ||
- Passive abilities cannot be roleblocked in general. | |||
== Played Games == | == Played Games == | ||
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Mini 1338: Cyborgian Reenactment Mafia (replaced Moneybags) | Mini 1338: Cyborgian Reenactment Mafia (replaced Moneybags) | ||
Micro 1 - Micro Madness! | |||
Micro 20 - Clueless Mafia | |||
Micro 73 - Apartment Living Mafia | |||
Micro 90 - Tree Stump Mafia, Bonsai Edition | |||
Micro 122 - Meister UPick 2.0 | |||
Mini 1453 - JobPick Mafia | |||
Micro 199 - Nonsensical Narnia | |||
Micro 203 - Death Note Mafia (replaced NicolBolas) | |||
Mini 1491 - WePick | |||
Mini 1555 - Board Game UPick Mafia | |||
Mini 1566 - Lunar Silver Star Story Complete | |||
== Modded Games == | == Modded Games == | ||
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[http://mafiascum.net/forum/viewtopic.php?f=3&t=18999 Video Game Upick Mafia] | [http://mafiascum.net/forum/viewtopic.php?f=3&t=18999 Video Game Upick Mafia] | ||
Chrono Trigger Mafia Resurrection | [http://forum.mafiascum.net/viewtopic.php?f=3&t=21932 Chrono Trigger Mafia Resurrection] | ||
[http://forum.mafiascum.net/viewtopic.php?f=3&t=31652 Mobile Suit Gundam SEED Mafia] | |||
[http://forum.mafiascum.net/viewtopic.php?f=3&t=47172 Star Wars: Knights of the Old Republic Mafia] | |||
== Future Games == | == Future Games == | ||
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(Note: These are ideas for games that I may (or may not) run at some point in the future, and are in various stages of planning/development.) | (Note: These are ideas for games that I may (or may not) run at some point in the future, and are in various stages of planning/development.) | ||
His Dark Materials Mafia - Large theme, probably >25 players. ReaperCharlie and I were working on a setup, but we kept putting it on the backburner because it was getting too complicated and the mechanics and role interactions were just not feeling right to me. The final product may end up looking very different than what we had originally come up with. | His Dark Materials Mafia - Large theme, probably >25 players. ReaperCharlie and I were working on a setup, but we kept putting it on the backburner because it was getting too complicated and the mechanics and role interactions were just not feeling right to me. The final product may end up looking very different than what we had originally come up with. Likely going to be broken up into three games, one based on each novel. Probably won't be run for a while. | ||
Neon Genesis Evangelion Mafia 2? - Large theme. I want to run NGE Mafia again, but make it better. Lots of possibilities, and the setup may not end up looking anything like the original. Probably won't be run for a while. Given how different the Rebuild series is turning out, I may opt to base it on that more than the original series. | |||
[[Category:Scummers]] | [[Category:Scummers]] |
Latest revision as of 02:01, 1 July 2014
Modding Mechanics
This is a list of general game mechanics that apply to all of my modded theme games so that I don't have to keep adding to my rulesets or answer questions about how certain actions/roles will work out. This list will probably grow as I encounter more potential sources of uncertainty or get questions from my players about certain mechanics. If you are playing in a theme game I am modding, you may assume the following mechanics apply unless explicitly stated otherwise in that game's particular ruleset or in your role PM. (Doesn't apply to games I am backup modding. If I am co-modding a game, check that game's particular ruleset to see if these apply or not. If it's not stated explicitly, assume they don't apply.)
- All night actions are resolved using Natural Action Resolution. (Note: The Golden Rule always takes precedence. Many players don't realize this and assume NAR goes straight to the list of actions for ambiguous situations.)
- My personal addition to NAR: If there is an ambiguous situation involving multiple actions of the same priority, the actions in question resolve simultaneously. For example, a jailkeeper and roleblocker target each other. The Golden Rule does not apply since both actions modify each other. Since both have equal priority (the jailkeeper's combined action get the priority of the highest-ranked action - the roleblock), they both resolve. If the roleblocker is targeted for a kill that same night, the jailkeeper protects him. A tracker targeting one of them will see that player targeting the other.
- For roles with actions that do not receive a result or other form of confirmation, I will send those players an "action acknowledged" PM when their action resolves (regardless of whether that action was successful) to confirm that I received their action and processed it.
- If there is a conflict between the rules and what is written in a player's role PM, the role takes precedence.
- Players with multiple choices for night actions may only perform one action per night unless otherwise stated in the role PM. Factional kills/abilities may or may not be an exception to this rule, depending on the game.
- Mafia members can submit night actions for partners. The last set of actions I receive before the end of the night phase will be the ones accepted.
- Non-investigative roles with an active ability will generally not be told if their action was successful or not. Investigative roles will be told that they "were unable to determine..." (or something along those lines) if their action was unsuccessful.
- Investigative roles will not have their targets confirmed to them. For example, I would tell a cop "you determine your target to be...", even if their action was redirected to a player other than their intended target.
- The "Godfather" role (with no modifiers) implies investigation-immunity only, not kill-immunity.
- The "Serial Killer" role (with no modifiers) implies a killing ability only, not immunity of any type.
- Protective abilities block all kill attempts (even stacked attempts) unless explicitly stated otherwise.
- Cop sanities are not confirmed.
- Strongman/juggernaut overcomes protection, roleblocking, and bulletproof abilities, but not hiding/commuting abilities.
- Masons are confirmed town to each other, neighbors are not.
- Protective roles and bus drivers may not target themselves unless explicitly stated in the role PM.
- If an action is blocked or fails for any other reason, it still counts as being "used" for the purposes of limited-shot or non-consecutive abilities.
- Passive abilities cannot be roleblocked in general.
Played Games
Newbie 754
Open 157 - Vengeful Mafia
Open 149 - Alternating 9P (replaced Empking)
Mini 800 - cr3tin's mafier
Mini 833 - Empire at War
Open 144 - Near-Vanilla
Open 178 - Assassin in the Palace
Mini 824 - Super Smash Bros. Brawl Mafia
Mini 882 - Star Wars: Legacy of the Force Mafia
Mini 841 - Final Fantasy Mafia
Open 187 - Bird C9 (replaced Parts)
Kingdom Hearts Mafia
Open 200 - SCIENCE (replaced SaintKerrigan)
Mini 920 - Portal Mafia
Mini 940 - Avatar Mafia
Mini 969 - Smalltown: Stardust Mafia
Square Enix Mafia I: Diabolus Erus
Mini 979 - Square Enix Mafia II: Siege of Obscurum
Mini 998 - Physics Mafia
Mini 1000 - The Brave and the Beautiful
Square Enix Mafia III: Stigmatic Opera
Mini 1056 - NFL Mafia
Reckamonic’s Ocarina of Time Mafia
Blackest Night Mafia
Square Enix Mafia IV: Monstrum Mayhem
Mini 1136 - Cowboy Bebop Remix
Mini 1143 - Square Enix Mafia V: Radiant Ruins
Nintendo Mafia (replaced Kadersalad)
Square Enix Mafia VI: Fantasy Square
Mini 1191 - The Brave and the Beautiful 2 - Fairy Tales
Dayless Mafia
Brightest Day Mafia, Part 1 (replaced inHimshallibe)
Revelation Mafia
Cyclic Experimentation Set x02
Choose Your Side: An Epic of Failure
Star Wars Mafia
Kingdom Hearts: Sora's Story Mafia
Mini 1338: Cyborgian Reenactment Mafia (replaced Moneybags)
Micro 1 - Micro Madness!
Micro 20 - Clueless Mafia
Micro 73 - Apartment Living Mafia
Micro 90 - Tree Stump Mafia, Bonsai Edition
Micro 122 - Meister UPick 2.0
Mini 1453 - JobPick Mafia
Micro 199 - Nonsensical Narnia
Micro 203 - Death Note Mafia (replaced NicolBolas)
Mini 1491 - WePick
Mini 1555 - Board Game UPick Mafia
Mini 1566 - Lunar Silver Star Story Complete
Modded Games
Mini 904 - The Chronicles of Narnia: The Lion, the Witch, and the Wardrobe Mafia
Mini 1034 - Castlevania Mafia (co-modded with MagnaofIllusion)
Square Enix Mafia Gaiden: The Outsiders
Chrono Trigger Mafia Resurrection
Star Wars: Knights of the Old Republic Mafia
Future Games
(Note: These are ideas for games that I may (or may not) run at some point in the future, and are in various stages of planning/development.)
His Dark Materials Mafia - Large theme, probably >25 players. ReaperCharlie and I were working on a setup, but we kept putting it on the backburner because it was getting too complicated and the mechanics and role interactions were just not feeling right to me. The final product may end up looking very different than what we had originally come up with. Likely going to be broken up into three games, one based on each novel. Probably won't be run for a while.
Neon Genesis Evangelion Mafia 2? - Large theme. I want to run NGE Mafia again, but make it better. Lots of possibilities, and the setup may not end up looking anything like the original. Probably won't be run for a while. Given how different the Rebuild series is turning out, I may opt to base it on that more than the original series.